ARES is a turn-based battle engine designed with flexibility and ease of use in mind. Being well aware that each game is different and will have its own unique requirements, ARES provides a solid system for developers to use and build upon.

The package offers everything you would expect from a typical battle engine. This includes:

• A solid foundation for turn-based battle games.
• Tons of out-of-the-box customization options like "start of round" and "start of turn" action selection modes, item consumption moments, effect orders and more.
• A complete workflow that handles correct timing and creation of animations, audio, instantiations and effects processing.
• Easy to create and highly customizable character stats, abilities, items, status afflictions and environment variables - no code required.
• Per-actor and per-group battle inventories (in both linear and stacked-item implementations).
• Unlimited customization through both events and external extensions, as well as internal code.
• A full 3D example scene to help get you started.
• Comprehensive documentation in the form of a manual and in-code comments.

ARES has gone through many iterations before finally landing on this design. It is a robust and extendable system featuring clean, well-commented code that is made with painless extension in mind. It covers a lot of complex situations and edge cases that might not be immediately obvious, and handles them gracefully, again putting a lot of control in the hands of the developer through various battle rules and callbacks.

Example scene that comes with ARES.​

Screenshots:

Getting started tutorial:

Contact:
If you have any questions or are not sure if ARES would be a good fit for your project, please don't hesitate to contact me either here on the forums on by e-mailing p_boelens@msn.com.

Can i make a Divinity orginal sin and final fantasy like battle system with this??

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I had to look up Divinity there. As is, ARES follows set rounds: each character takes an action (or skips the turn), and then the next round begins. You absolutely could use it as a base for a Divinity-like system though from what I've seen. For instance, you could add a "move"-type turn as a valid action instead, though this would require modifying the source code.

The closest analogy to this system is the way Pokémon battles work; I believe ARES could recreate these battles ±95% out of the box.

Just updated to version 1.1 to end some nasty bugs and add some more features. Full change log:

New features:
• Added Fallback Abilities to the Actor Components' ability entries.
• Previously queued actions can now be cancelled (cancel last; cancel last player input; cancel all).
• Exposed priority value on abilities. Abilities with a higher priority get evaluated before others when they are queued, regardless of the actor sort order.
• Added Item and Ability categories. "Add" dropdown menus use these to create nested lists. This makes working on projects with a large amount of assets much more manageable.
• Added Preparation and Recovery turns for Items and Abilities.
• Added "cure on afflicted death" and "cure on afflicter death" options for Afflictions.
• Added turn/ round time limits and a fallback action for when time runs out.
• Animation, Audio and Instantiation effects now have sensible default values.
• Added ASMDEF files.

Bug fixes:
• In some cases, after missing an action, the next time that same actor would land a hit the battle would fire an error and not progress.
• In certain cases Battle Delay Locks wouldn't free the current actor to end its ability.

Oops...

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